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[DE]Megan

Wukong Prime: Hotfix 25.3.2 + 25.3.2.1

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Posted (edited)

Thanks for the (huge) hotfix! Now, I guess I can officially go back to the usual no fix for 😛

Still no fix for Chroma Prime's tabard being misaligned and all cloth items disappearing during effigy:

Also, a lesson of physics: Drilling animations, as well as the mesh/textures for the drills, of the Spira Prime are defying physical laws! 😛

It spins in the opposite direction, and the drill mesh/textures should be horizontally mirrored! 😛

Edited by NightmareT12

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Posted (edited)
51 minutes ago, [DE]Megan said:

Historically the number of concurrent enemies in Survival was related to where the mission was in the Star Chart; early missions tended to have less enemies and later missions tended to have more and this number did not change even when you stayed in a mission longer to face higher-level enemies. As an experiment we have changed the scaling mechanic so that staying in a low-level mission longer will also increase the enemy count as it increases the enemy level until it hits the same cap it would have for high-level missions.

This is awesome, but there's a lot more going on. Life-support can REALLY suck on any tileset, even when barely moving around on Mot. I feel like killing at a certain rate (Increasing with team size) should guarantee you'll be fine and that enemy flow should be constant. Pathing is also an issue, particularly when the path from their set spawn distance to the player has lot's of twists and turns, get's really bad with verticality. I hear enemies in Exterm teleport, seems like an easy partial solution that might just suffice. In Kuva Survival you HAVE to move around, and you already get less from capsules.

Edited by KelvinM6

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I don't think the bonus for cetus is working, just did two of the missions and did the bonus objective and didn't receive an extra reward.

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4 minutes ago, [DE]Megan said:

Looking into some login cases. Hang tight!

thank

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Posted (edited)

@[DE]Megan My Zenurik's Energizing Dash will not create a recharge zone anymore after this Hotfix. No matter how long I let the void dash last, a long one or a super short one, no zone results.(And I have not been adjusting any Focus School nodes for weeks.)

Edited by MagentTanau
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Was in Index. I carried 34 points. Host decided to leave after round. New round started with host migration and me as host. Ofc the game is not programmed to wait on players in critical missions, so I was dead. And for some reason the game refused to respawn me. But it still showed that I carry 34 points. Got to observer how last 2 remaining newbie players struggled to win the round. It's so nice that DE decided that WF is Open Beta Forever(™). Oh I know I know... host is at fault always.

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54 minutes ago, MirageKnight said:

Wow - nice long fix list!

Thanks again for another update / hotfix - particularly the fix for missing Clan XP! The implementation of fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well.

Bugs:

- Broken animations and fx / sfx for Sarpa if attack speed is modded too high.

- Occucor's target tracking for tendrils will not work if the weapon is modded for increased range.

- Occasional loss of functionality of Exalted melee weapons when playing as a Client.

- Baruuk's Desolate Hands' orbiting daggers targeting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active.

- Weapons glitching occasionally when Baruuk switches out from Serene Storm.

- Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.

- Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode.

- Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves.

- Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking.

- Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a recent fix to address failed migrations - but I'm not sure if this part was actually addressed or not.

- During PoE bounties, hacked Drones will occasionally get stuck on terrain and refuse to move, causing the mission to ultimately fail.

- Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres.

- Garuda's Talons resetting to inactive / un-deployed position after performing a melee stealth kill (naturally when no other melee weapon has been equipped).

- Energy colors still bugged / broken for certain Warframes, weapons, accessories, and abilities. You're getting there though!

- Using Melee while using a Synthesis Scanner defaults to the player's Primary or Secondary weapon when aiming instead of the Scanner after melee. This forces the player to re-enable the Scanner.

- Numerous missing Codex entries, which includes enemies and PoE animals.


Balance / Gameplay-related Issues and Concerns:

- Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players.

- Nyx and Vauban being underwhelming and almost completely out-classed by "meta" damage 'Frames such as Saryn, Mesa, Volt, Equinox, Octavia etc.

- Saryn, Mesa, Volt, Equinox, Octavia and Mag (at the very least) still being arguably not co-op friendly by being able to dominate / nuke small defense maps with overpowered abilities. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone decided to delete most of the enemies for everyone with an extremely powerful and easy to spam ability that also has massive range.

- Ability to turn Banshee's Soundquake on and off quickly and repeatedly, generating pulses of high range and damage that can readily and easily clear small maps.

- "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps.

- The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort to neutralize. A Nox is a more interesting and reasonable opponent than the Wolf. I mention this because it's more than likely that he will be back at some point.

Also, it would be really appreciated if you all could:

- Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Banished or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player.

- Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

- Please bring back a manual blocking option for melee. Because 1. there are stances and a couple of mods that used manual blocking and 2. auto-blocking can be really inconvenient and irritating. Which brings me to...

- Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise.

- Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety concerns that players have brought up.

- Bring back regular Alerts for players that either can't or don't want to deal with Nightwave. We players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present).

- Lower the credit cost to build Ephemera and drop the resource costs substantially. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please.

- Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p. 


Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular or not. Yes, I know this is a hot-fix.

Fast traveling to Fisher Hai-Luk places you in front of the kiosk instead of prompting options.

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57 minutes ago, [DE]Megan said:

Further fixes to floating Armor on Wukong / Wukong Prime.

Shoulder armor pieces on Atlas' deluxe skin still "floats/shakes" when fashion framing... Halp~

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I think the energizing dash from zenurik school is bugged for me since the patch. 

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1 hour ago, [DE]Megan said:

Wukong Prime: Hotfix 25.3.2

Wukong Changes & Fixes:

  • Fixed Wukong’s Cloudwalk and Defy abilities turning off sprint toggle when used.


 

Game changer for me .... Thank you DE !  :highfive:

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good stuff but ia mstill misisng my 7k standing i completed both 7 k challenges but only 1 counted while other is ticked but it didnt give standing

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42 minutes ago, Nephalem said:

How can you call that a Wukong nerf?

Just like that.

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Dojo decorating now seems to be broken. Whenever trying to rotate or constrained movement, your camera view gets forced forward and you can't move.

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15 minutes ago, MagentTanau said:

@[DE]Megan My Zenurik's Energizing Dash will not create a recharge zone anymore after this Hotfix. No matter how long I let the void dash last, a long one or a super short one, no zone results.(And I have not been adjusting any Focus School nodes for weeks.)

This is exactly my case after the hotfix, please fix 🙂

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Looks like trying to rotate items when decorating your ship is a bit broken and makes your camera snap to the front of the ship making it impossible to decorate at the moment

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1 hour ago, [DE]Megan said:

Fixed Wukong’s Cloudwalk and Defy abilities turning off sprint toggle when used.

This was the single most annoying thing about Wukong.

Thank you.

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1 hour ago, [DE]Megan said:

Survival Spawn Change:

  • Historically the number of concurrent enemies in Survival was related to where the mission was in the Star Chart; early missions tended to have less enemies and later missions tended to have more and this number did not change even when you stayed in a mission longer to face higher-level enemies. As an experiment we have changed the scaling mechanic so that staying in a low-level mission longer will also increase the enemy count as it increases the enemy level until it hits the same cap it would have for high-level missions.

 

Glad to see you're finally taking some interest in older missions! That's awesome! But... you know what'd be the best change? Making it so your ability to stay in a survival was because of skill and not RNG. 90% of the time (100% for Arbitrations and Kuva survivals) you cannot stay even if you wanted to unless you're using 1 of 3 frames... I instead wish it was more skill related.

For some reason you guys think that mind-numbing grind is what keeps people playing, it's not. For me it's being a space ninja and using my powers, a trend which has also fallen to the wayside with your recent Corpus additions that just flip a coin on whether or not your Warframe powers will work. I hope to see some adjustments to this as well. 

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please fix wukong's twin, he is dumb as dirt, really, he try to shoot enemies behind walls, like he can see them run around a wall and he will keep on shooting at them even tho he cant see them, aim bot settings on it is broken lol, same with melee, he gets confused in who he should attack first,he just stands there half the time, going who who who, ok attack him, then he turns into an owl again, who who who, just give him an IQ boost or buff, i know he is a monkey but surely monkeys are not that stupid lol 

even my rank 1 specters dont do that, then again they are not monkeys lol

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Saryn's spore now decays so fast and begins to do the same even when I see damage numbers (of infected) on my screen. Very different from the way it played prior to the wukong update. It feels "nerfed". Stop "nerfing" warframes to make the weak ones stand out. Just fix the weak ones and leave the old ones as is. You already did that to ember (which very few play with anymore) and other frames. It shows lack of creativity in your part. As if saryn can constantly wipeout mid to high levels alone. Geez.

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Thanks for the update, but i got a issue after this Hotfix, before Hotfix, i was decorating my clan dojo, so after restart my game, i jump right back to dojo.
But, when i trying to rotate my decorations, the camera went wrong, normally it'll focus on the object that we were rotating, now it just look at one random direction, and same situation happened on my orbiter, i can still rotate my stuff, just i can't see where it's facing because the camera is losing focus.

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1 hour ago, Lance_Lionroar said:

Are there any planned changes towards manual blocking? Or at least manual gliding? As it stands you can only glide with your primary/secondary weapons unless you only have melee equipped. Not only does this prevent blocking while gliding in mid-air, but also if you only have a primary + melee equipped and you're carrying a canister, merely clicking RMB will automatically drop that canister. It's very annoying, and the opposite of fluid.

On that same note, there's still no fix for unequipping the mining gear whenever you melee. It was not that way upon release, this got bugged somewhere along the way and it's not being talked about. 

This definitely needs addressing, though I feel like the melee blocking will be addressed with the full release of melee 3.0. At least I hope.

Mining gear definitely needs addressing ASAP. Constantly re-equipping the drill every time you have to kill something gets very, very old.

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Phased Vasto/Akvasto skins can be colored.

Phased Tigris skin can not be colored.

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